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Author Topic: Supervillainry! - Started! Turn 14!  (Read 14812 times)

Tiruin

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Re: Supervillainry! - Starting! Turn 0 - A Brave New World!
« Reply #45 on: January 16, 2012, 09:12:26 pm »

For PR85 and anyone else who wants to learn how to write: The Writers Apprenticeship is now open.
((Use the net too, millions of helpful sites on writing  :D . Now...is the waiting list in order by who will go first? If so, I'm surprised. Sorry for OOC post anyway, Loving the start!))

'Hum in syllables while you wait. It makes the sky rain.
« Last Edit: January 16, 2012, 09:14:17 pm by Tiruin »
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Terenos

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Re: Supervillainry! - Starting! Turn 0 - A Brave New World!
« Reply #46 on: January 16, 2012, 09:56:15 pm »

I have this strange feeling that its okay to OOC post..cause Digital wants you guys to harangue us.
"I encourage constantly commenting and making crude jokes about the actions of the players."
HOP TO IT people!
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But despite what you've been told, I once had a soul. Left somewhere behind...

Digital Hellhound

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Re: Supervillainry! - Starting! Turn 0 - A Brave New World!
« Reply #47 on: January 17, 2012, 02:23:37 am »

Turn 1

The Pioneer - Taricus
The Pioneer runs left after grabbing the remains of Ayer's torso and head if they're found, searching for any minions and henchmen of his, materials suitable for repairing his armour and a security station to hack into for a camera feed.

Never one to waste useful materials when they present themselves, you decide to go over the scattered body parts in search of Ayers' head and torso. [Perception (Easy/20):75] To your delight, you soon discover only his lower body is missing. You should have him back up and running in no time!

Lifting the man's remains onto your back, you begin making your way towards the doors on the left. God, he's heavy. You liked him more when he was still alive.

The klaxons blare on and are soon joined by shouting and running steps. They come from the other side of the chamber and are soon interrupted by a scream, but you pick up your pace regardless. You have no wish to meet the guards before you're ready.

You push the left door open with Ayers' bulk and enter a long, narrow room that feels even colder than the cryo-tank chambers, if possible. Banks of machinery line one side of the room, gushing off shimmering steam and water mist. A variety of thick cables and pipes lead from them into the ceiling and presumably into the chamber you just came from. A control panel sits unused before them.

[Construction (Easy/20):39] If you were careful enough, you could remove the majority of the cooling banks' outer shell into your own use. They would be an alright material for Ayers' new legs or anything else you'd like to use. There's no telling of the effect on the cryo-tanks outside, though. Without any tools, taking anything else, such as the floor or ceiling tiles, is impossible.

A staircase at the far end leads both up and down, but other than that, you see no other exits from the room.

Spoiler: The Pioneer (click to show/hide)

Tombstone - Terenos
Actions: Check room, check desk, check for exits.

Slumping into the black office chair, you check each desk drawer in turn. The first one is empty, but already the second yields something – several rolled-up documents which seem to be original blueprints of the Hold, which by the look of it the main prison complex. They should help if you ever end up there.

The third drawer is sealed with an electronic lock, [Electronics (Hard/60):65] but after a few tries clicks open. To your surprise, there is nothing else inside except for a red-and-black stone fragment. It seems to be part of a larger whole, a wall mural perhaps. The fourth drawer is home only to more paperwork detailing newest arrivals and whatnot.

Otherwise, all even vaguely valuable seems to have been looted from the room or destroyed, as you can tell from the smashed glass and bottles. The paintings are still here, but a few of them have been cut through or shot at. Your cryo-tank, a rather impressive thing of frosted black metal and silver, sits in the wall behind the desk, the cables and shutters that once held you in place now dangling around without purpose.

You can't see any other exits from the obvious door, which, as it turns out, leads into a corridor which in turn holds a variety of doors and allows access to a small balcony overlooking a hall. You don't get to look for too long, spotting a lone inmate with a metal pipe coming out of one of the doors with a can of dried meat and pulling your head back inside the office.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
With one quick painless stretch of his legs he grasped the fence and started climbing.

With one quick painful stretch of your legs, you hurry over to the fence and attempt to climb.

[Acrobatics (Easy/20):3] A few tries later, still on this side of the fence, you give a frustrated sigh and pace back and forth for a minute. Looks like the cryo has affected your body more than you thought.

Atleast no-one seems to be coming after you just yet. You have no intention of getting caught again, not like this. You attempt to get your muscles back warm and alive for another go at it or a rush to the other exits.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Attempt to interface with the locking system and open the lock discreetly. Commit locking routine to memory so locks can be manipulated in the future. Once door is unlocked, open it FAST, get out FAST and quickly take stock of my surroundings. If an efficient (i.e good at hurting the meat bags) impromptu weapon presents itself, grab it. Should such an interface fail, there is a "brute force" plan B being processed.

You bring up the presumed most effective plan and interface with the lock. [Electronics (Medium/40):124] It opens for you in a matter of seconds. It's like the people who designed these things wanted their captives to get out!

You step out of the box into a dimly-lit stone corridor. Dust, stirred up by your sudden arrival, hangs heavy in the air. The corridor continues a few meters, holding three other doors in it, and then rises up via stairs into a larger space. There is no useable weapon in sight.

[Perception (Medium/40):118] You give the other pens a quick scan, picking out the unmoving shells of two of your kind in the first and second ones. The first one seems to be completely dead, a primitive brass creation in the shape of a gorilla, but a faint signal reveals the second still active, though held in place by another restraining seal. This one must not have failed yet.

You hear muffled voices coming from upstairs. Your captors, perhaps?

Spoiler: KB-1981 (click to show/hide)

---

Most skill checks are shown in the post, but not those I don't want you to see. Now you'll never know which is GM-enforced and where you just rolled badly, muahahha!

Terenos, your Draining Ritual was changed after a long and thorough discussion with CG in the chat. This was the original form already, actually.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ‘No parmesan!

Taricus

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Re: Supervillainry! - Starting! Turn 1 - So It Begins
« Reply #48 on: January 17, 2012, 06:59:05 am »

The pioneer thought out his options. Whatever killed Ayers May've been part of the sercurity detail. On the other hand, it was possible that it was not. Thus, he did the Logical option, He shut the door that he had just came into the room with, then started salvaging the parts from the cooling backs. Afterwards, he started heading upstairs, hoping to gain access to the catwalks above.

Close door behind self, Salvage Cooling banks for materials, then head upstairs.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

The Fool

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Re: Supervillainry! - Starting! Turn 1 - So It Begins
« Reply #49 on: January 17, 2012, 08:55:56 am »

My legs are too cold for this; it hurts to even stretch. After a few small hops and a quick pace around the room I felt ready for another try. This time called for a bit of a riskier method, a run at the fence. It should be easier to fight the pain if I hurry. I stretched one last time, and made a dash towards the fence.

Run at the fence and scale it before the pain kicks in.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

Terenos

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Re: Supervillainry! - Starting! Turn 1 - So It Begins
« Reply #50 on: January 17, 2012, 11:27:35 am »

Tombstone spent a few moments assessing the threat posed by a single inmate with a lead pipe. Rapidly arriving at the conclusion it was no threat whatsoever, Tombstone purposefully entered the hallway.
  "You there. What is this place?"

Action: Speak to/startle the inmate! Also get a better look at him.
(You know, determine if he works for anyone..Right now.)
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But despite what you've been told, I once had a soul. Left somewhere behind...

MonkeyHead

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Re: Supervillainry! - Starting! Turn 1 - So It Begins
« Reply #51 on: January 17, 2012, 02:33:00 pm »

KB-1981 felt almost dissapointed by his captors for underestimating him. It was too easy to get out of that pen. Unmoved by the "dead" unit, and logically thinking that it could provide no resources of high value if it is imprisoned, he approaches the pen containing the restrained droid first. Opening the lock should be ismple, but removing the restraint might be more tricky if it were not failing by itself in the manner the one around his own chest did. He could not afford to wait. It would not be long before the voices upstairs would have to be dealt with, and a fellow combat droid would make the task a whole lot easier.

Open the pen for the active droid and attempt to remove the restraining device, quietly if possible, but with brute force if needs be. Advise droid of intent to escape compromised facility and request assistance for mutual protection.

Digital Hellhound

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Re: Supervillainry! - Starting! Turn 1 - So It Begins
« Reply #52 on: January 17, 2012, 03:04:58 pm »

 Turn 2

The Pioneer - Taricus
Close door behind self, Salvage Cooling banks for materials, then head upstairs.

Not wanting to be distracted by a security detail or another escapee of your kin, you shut the door and get back to work. With the alarms blissfully muted behind the door, you can finally get to work.

Your augmented fingers bend the metal and you begin pulling it off, carefully, as to not to disrupt the precious machinery underneath. The material is light but quite resistant, and in handy plates. You take as many as you can reliably carry – unfortunately, you have to do so with your hands. It's enough for Ayers' new legs, but unless you build an electronical or biological system to go with them, they won't be of any use. And of course there's the whole business of getting him or something in his body up and running in the first place.

The stairs only go up a single floor, ending in a heavy metal and very obviously locked door. A camera stares at you from above a sign titled 'ARMOURY'.

[Electronics (Herculean/100):35] The small panel locks out just after a few presses on the board, leaving you standing around in frustration. Your implants could help with another try, but just as well you might be stuck here all day trying to fiddle with this lock, especially if it insists on going into lockdown after each failed try.

Spoiler: The Pioneer (click to show/hide)

Tombstone - Terenos
Action: Speak to/startle the inmate! Also get a better look at him.
(You know, determine if he works for anyone..Right now.)

The inmate edges closer ignorant of your presence. You decide it's time to get an idea of what's going on here.

"You there. What is this place? Who do you owe your allegiance to?" you say, stepping into the corridor.

He jumps visibly, reaching for his improvised weapon. Fear flickers across his face but quickly turns into a frown. He looks you up and down.

'Fresh out of the ice, huh? Jesus, you're in bad shape.' he says. 'This is the Black Castle, but it's really whatever you want to call it now. We're in the Fountain Hall, property of... well, no-one just yet.'

He steps a little closer, betraying his nervousness only by a frenetic brushing of his thumb against his index finger.

'Were you in the Warden's office? You must be worth a lot... Who did you say you were again?'

This is going nowhere. The wretch should know to watch its tongue.

"Do not," you reply with a voice like cracking bone, ”test my patience, little worm. I owe you no answers, and I will not ask again. Who do you owe your allegiance to?”

[Charisma (Medium/40):5] 'You don't scare me, you freak! I know what the ice does to you, so-'

[4] Before he can finish the sentence, you've grabbed him by the neck and lifted him off his feet in one smooth movement. Only a miserable whine comes out of his throat now. You let out a small growl and slam him against the corridor floor with such force you can hear his bones breaking. You crouch down next to him and whisper into his ear.

”I hold within me the power to separate you limb from limb, flay your skin without as much as a thought, send you to a state of neverending pain and misery. I ask you, one last time. Who do you owe your allegiance to?”

[Charisma (Easy/20):94] His reply comes between pained sobs and wheezing. 'N...no... no-one. N... not anymore.' he manages, and then, hesitantly, adds; 'You?'

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
.
Run at the fence and scale it before the pain kicks in.

You take a deep breath and glance back, expecting to see a security detail surrounding you – of course, there's nothing there – and break off into a sprint towards the fence.

[Acrobatics (Easy/20):34] This time your leap carries you half-way up the fence and you pull yourself up the remaining distance with a firm grasp of the top. Your muscles buckle under the stress of moving you over the fence, but then it's over and you land more or less gracefully on the other side.

The maintenance corridor is lit up in red, which isn't much of a change mood-wise to the pale blue of the cryo-tank chamber and quickly turns into a small, low-ceilinged corridor with a variety of pipes and cabling running through the walls. The air is hot, atleast compared to what you were forced to endure earlier, and makes your eyes water.

A few side corridors lead to stairways or rise up, but are only signed by jumbles of letters which would no doubt make sense to whoever works here or someone with a map, but are gibberish to you. The tunnels themselves continue for – well, you can't really say, but probably all across the Hold building. Without a map or a general idea of the layout, you'll have no idea where you're going, though. Tunnels continue, aside from where you came from, to the north, west and upstairs to the northeast.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Open the pen for the active droid and attempt to remove the restraining device, quietly if possible, but with brute force if needs be. Advise droid of intent to escape compromised facility and request assistance for mutual protection.

[Electronics (Medium/40):41] The second lock proves impenetrable to your auxiliary programs and eventually you have to take over manually, deducing the codes one by one. The door clicks open.

The robot inside bears some outwards resemblance to you, with a sleek humanoid form much like your own. That's where it ends, unfortunately – whereas you're a dull gunmetal grey, it's a thing of white and gold, highly ornamented and with a variety of useless parts and sections jutting out almost grotesquely. A pair of golden wings sprout out of its head and are repeated in larger size from just below its shoulders. Your scan picks out two removed blade attachments along the arms, but that seems about it.

[Electronics (Hard/60):103] You look over the seal, picking out the spots of access and connecting yourself to the machine. It doesn't take you long to force it to deactivate. You wrench it out and let it clatter to the floor.

The other robot wakes up with a faint hum, its cameras zooming and out to get into focus.

'Have you found her?'[/color] it asks, a harmonic voice carrying forth from its voicebox.

You ignore the question and send a blurt of machine code at it, but either it ignores you on purpose or cannot understand. You repeat the same with actual words, but still it ignores you.

'We must not fail.'[/color] it says, servos whining as it attempts to move. You see the dust on its frame. It must have been down here for years.

Spoiler: KB-1981 (click to show/hide)
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ‘No parmesan!

MonkeyHead

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Re: Supervillainry! - Started! Turn 2 - Nefarious Villainry
« Reply #53 on: January 17, 2012, 03:16:25 pm »

The droid is not one of a form that KB-1981 is familiar with. Probably the plaything of some rich meatbag, or used for gladatorial combat juding by its ornamentation and removed blades. KB-1981 has aquired stores of such things, and felt shame that some of his kind had been reduced to such inelegant practices - They were created as warriors, not cheap showmen. Whilst this droids apparent agenda makes little sense (probably due to its years of confinement addling its mind), it could still be a useful distraction.

Communicate a message to the droid that they should try looking up the stairs for what they seek. If this fails to get a response, try verbally. While he ascends, check the last pen giving its inhabitant a quick once over, and pay very close attention to what reaction the voices have upstairs to the droids arrival, should it co-operate.
« Last Edit: January 17, 2012, 03:29:35 pm by MonkeyHead »
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Terenos

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Re: Supervillainry! - Started! Turn 2 - Nefarious Villainry
« Reply #54 on: January 17, 2012, 03:24:57 pm »

"We shall see if you are strong enough to serve Tombstone."

Tombstone knew that he was weakened greatly, but he also knew that alone he would have difficulties in this new place. Better by far to acquire loyal minions and power before it became dangerous to do so.
He gathered up his power, endeavoring to heal the breaks he had just inflicted on this insolent whelp in much the same way as he would repair himself time and time again in the past.

Action: Attempt to use my arcane prowess to mend the bones of said inmate. If this is unsuccessful, inquire as to where I might find others like him. Then go there.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Taricus

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Re: Supervillainry! - Started! Turn 2 - Nefarious Villainry
« Reply #55 on: January 17, 2012, 03:51:28 pm »

The pioneer looked at the security panel, curious about the contents of the armoury here. In most likelyhood, they would just be upgraded versions of riot weapons, though if he was lucky...

The Pioneer hooks up his Neural uplink in an attempt to bypass the security lock. In the event that fails, He then attempts to remove the security lock physically.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

The Fool

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Re: Supervillainry! - Started! Turn 2 - Nefarious Villainry
« Reply #56 on: January 17, 2012, 03:55:00 pm »

There has to be a locker room down here. It's the only practical way of keeping the maintenance and security lock-ups separate. The air is hot and moist, it vaguely reminds me of a sauna down here. I head to the west, trying to avoid touching the pipes, which might be burning hot. It doesn't really matter which direction I head since I don't know the building. Yet.

Head down the western corridor.
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Steam ID: The Fool [B12]
A Flexible Mind (Suggestion Game)

Digital Hellhound

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Re: Supervillainry! - Started! Turn 2 - Nefarious Villainry
« Reply #57 on: January 18, 2012, 01:16:32 pm »

Turn 3

The Pioneer – Taricus
The Pioneer hooks up his Neural uplink in an attempt to bypass the security lock. In the event that fails, He then attempts to remove the security lock physically.

You wait patiently until the end of the lockdown, firing up your neural implants for another go. The lock clicks back open and you connect your Uplink.

[Electronics (Herculean/100):89] Despite your best efforts and the power of your augmentations, the little machine refuses to allow you entrance. It whirrs and clicks and enters another state of lockdown, leaving you with only one choice in the matter.

Your strong fingers dig into the sides of the panel and you wrench it off with one triumphant movement, and... nothing at all happens. Staring at the complex electronical panel revealed under the device, you realize you have absolutely no idea how anyone is supposed to get it open now. The door is too thick for anything but military-grade explosives, so unless you can get your hands on anything like that, the only way to open this thing is from the other side.

Looks like downstairs is the only way to go now. You hope nobody's intruded into the cooling station while you were away. You are feeling rather drained from the use of your implants, but that should pass.

Spoiler: The Pioneer (click to show/hide)

Tombstone - Terenos
"We shall see if you are strong enough to serve Tombstone."

Action: Attempt to use my arcane prowess to mend the bones of said inmate. If this is unsuccessful, inquire as to where I might find ot/hers like him. Then go there.

[Occult Knowledge (Medium/40):55] There are a variety of rituals applicable in this situation, but you have no intention of using any but the fastest on this whelp. Eventually you decide on a chant from the Black Book of Egypt. Even this one requires a willing conduit for the energies, so you cannot perform the rites just yet.

"We shall see if you are strong enough to serve Tombstone. The bones I broke can be put back together if it pleases me. But now – are you here alone? Where are others of your kind?"

Your new servant seems to have forgotten all about his earlier confidence. He stutters as he answers, trying to ignore the pain creeping up his arm.

'I... I came alone, but I s...saw a few other guys up here earlier. Th...they had guns, so I didn't go near.' he says. 'B...but I think they left already.'

You move over to the balcony of the aptly-named Fountain Hall, but it seems to be empty right now. You return to your groaning servant and look at the doors in the corridor. The door he came from seems to lead to the kitchens, but there's no telling of the purpose of the other door.

Spoiler: Tombstone (click to show/hide)

Cole O. Straiter – The Fool
Head down the western corridor.

Picking a path at random, you begin making your way down the lenght of the west tunnel. It continues for a while until there's a sharp turn back south – and a door out. You can see nothing to even hint at the purpose of the room behind it, and decide to take your chances.

You open the door as carefully as you can and step into what you recognize as Arrival Processing, which even you were quickly shepherded through on your way to the tanks. It's a large, two-level space which should be crawling with guards but is instead home only to a trio of inmates currently making short work of a low-hanging monitor screen with a hammer. They seem to have spent hours at the very least here, making their displeasure known. Every single wall, window, machine and reminder of authority has been cracked open or bashed apart and scattered rubble covers the floor. The upper floor, seemingly unaccessible though you can pick out more than a few climbing routes, has been spared of their wrath but you can barely recognize the lower.

[Stealth (Medium/40):82] You sneak forward under a collapsed metal mesh fence and take a closer look at the rampaging inmates. [Perception (Hard/40):92] You can only seem them in profile, but there's something awfully familiar with the third man, a tan youth with an intricate tattoo snaking up and down his arm. After a few minutes, your mind clicks and you recognize him as Ciro, one of the men who used to work to you – and had seen your face, though you're now beginning to regret that. You thought he was loyal, but he didn't exactly come to your rescue. Not that you'd have needed his help.

On the other hand, he might just be continuing his job to you and mingling with these brutes on your behalf, of course knowing you'd be out of cryo sooner or later. And if he's not, you're sure you can make him understand the grave mistake he's made.

You can spot a door on the upper level, which can be climbed to easily enough. There are also a pair of wide elevators on the far end of the room before the inmates and doors to the fenced tunnel to the gates and to the yard on the opposite side just half a dozen metres from you.

Spoiler: Cole O. Straiter (click to show/hide)

KB-1981 - MonkeyHead
Communicate a message to the droid that they should try looking up the stairs for what they seek. If this fails to get a response, try verbally. While he ascends, check the last pen giving its inhabitant a quick once over, and pay very close attention to what reaction the voices have upstairs to the droids arrival, should it co-operate.

It once again fails to in any way react to your non-verbal transmission, confirming your suspicions. This impractical fool of a machine is not built to understand anything else than human speech. You repeat the message with your voicebox.

At first, it seems it has not understood this either, but eventually it takes a single wavering step towards you, and then another. You move aside and watch for a few minutes to make sure it knows where it's supposed to go, and then turn your focus on the lock of the third box.

[Electronics (Medium/40):84] You're growing better at this, and the door swings open.

The dead machine inside is ancient, a large gorilla-like humanoid sculpted out of heavy brass, now grey under decades of accumulated dust. It shows no signs of movement and the seal on it has died months ago. Your scan proves its electronics laughably crude, though you don't doubt it could do real damage even with such a simple mind – of course, only as long as there was a human overseeing. What grand company have your captors put you in.

The angel stumbles up the stairs with a clank of slowed-down limbs against the steps and a desperate whirr of rusted mechanisms. By the time its reached the top of the stairs and disappeared from view, the voices have stopped, though whether due to its noise, or on their own you don't know.

Spoiler: KB-1981 (click to show/hide)
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ‘No parmesan!

Taricus

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #58 on: January 18, 2012, 01:21:19 pm »

The pioneer heads downstairs past the cooling station, After reattaching the computer to it's cables.
« Last Edit: January 18, 2012, 04:09:27 pm by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Terenos

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Re: Supervillainry! - Started! Turn 3 - Ah, My Very Own Army!
« Reply #59 on: January 18, 2012, 01:26:42 pm »

"Come. And tell me more of this place. It will keep your mind from the pain."

Tombstone stalked off through the untraveled door, listening to his new minion speak. His intent was to continue getting a general feel for the area he found himself in. It would make a suitable center of operations.
Action: Begin traveling, henchman in tow.
« Last Edit: January 18, 2012, 01:29:38 pm by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...
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